/// <summary> /// This is a javascript application. /// </summary> /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param> public Application(IApp page) { // https://chrome.google.com/webstore/detail/dglmddjmdpdbijfkoaiadbpmjampfdjh/publish-delayed #region ChromeTCPServer dynamic self = Native.self; dynamic self_chrome = self.chrome; object self_chrome_socket = self_chrome.socket; if (self_chrome_socket != null) { #region AtFormCreated FormStyler.AtFormCreated = ss => { ss.Context.FormBorderStyle = System.Windows.Forms.FormBorderStyle.None; // this is working? var x = new ChromeTCPServerWithFrameNone.HTML.Pages.AppWindowDrag().AttachTo(ss.Context.GetHTMLTarget()); }; #endregion chrome.Notification.DefaultTitle = "Heat Zeeker"; chrome.Notification.DefaultIconUrl = new HTML.Images.FromAssets.Promotion3D_iso1_tiltshift_128().src; ChromeTCPServer.TheServerWithStyledForm.Invoke( AppSource.Text, AtFormCreated: FormStyler.AtFormCreated ); return; } #endregion Native.body.style.margin = "0px"; Native.body.style.overflow = IStyle.OverflowEnum.hidden; // jsc, add THREE // ... ok. // X:\jsc.svn\examples\javascript\WebGL\WebGLOrthographicCamera\WebGLOrthographicCamera\Application.cs // this is not isometric. // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20151112 var camera = new THREE.OrthographicCamera( Native.window.Width / -2, Native.window.Width / 2, Native.window.Height / 2, Native.window.Height / -2 , // if we change these values what will change? -1000, 1000 ); camera.position.x = 200; camera.position.y = 100; camera.position.z = 200; var scene = new THREE.Scene(); // Grid var size = 600; var step = 50; Func<double> random = new Random().NextDouble; // how do I add a new ground box? { var geometry = new THREE.BoxGeometry(size * 2, 2, size * 2); var material = new THREE.MeshLambertMaterial(new { color = 0xB27D51 // , shading = THREE.FlatShading, overdraw = 0.5 }); { var cube = new THREE.Mesh(geometry, material); // why cant we get the shadows?? cube.receiveShadow = true; cube.scale.y = Math.Floor(random() * 2 + 1); cube.position.x = 0; //cube.position.y = (cube.scale.y * 50) / 2; cube.position.y = -2; cube.position.z = 0; scene.add(cube); } } { var geometry = new THREE.Geometry(); for (var i = -size; i <= size; i += step) { ((IArray<THREE.Vector3>)(object)geometry.vertices).push(new THREE.Vector3(-size, 0, i)); ((IArray<THREE.Vector3>)(object)geometry.vertices).push(new THREE.Vector3(size, 0, i)); ((IArray<THREE.Vector3>)(object)geometry.vertices).push(new THREE.Vector3(i, 0, -size)); ((IArray<THREE.Vector3>)(object)geometry.vertices).push(new THREE.Vector3(i, 0, size)); } var material = new THREE.LineBasicMaterial(new { color = 0, opacity = 0.2 }); var line = new THREE.Line(geometry, material, mode: THREE.LinePieces); scene.add(line); } var interactiveObjects = new List<THREE.Object3D>(); #region Cubes { for (var i = 0; i < 8; i++) { new HZBunker().Source.Task.ContinueWithResult( cube => { // https://github.com/mrdoob/three.js/issues/1285 //cube.children.WithEach(c => c.castShadow = true); //cube.traverse( // new Action<THREE.Object3D>( // child => // { // // does it work? do we need it? // //if (child is THREE.Mesh) // child.castShadow = true; // child.receiveShadow = true; // } // ) //); // um can edit and continue insert code going back in time? cube.scale.x = 2.0; cube.scale.y = 2.0; cube.scale.z = 2.0; //cube.castShadow = true; //dae.receiveShadow = true; cube.position.x = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25; //cube.position.y = (cube.scale.y * 50) / 2; cube.position.z = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25; scene.add(cube); interactiveObjects.Add(cube); } ); new HZWaterTower().Source.Task.ContinueWithResult( cube => { // https://github.com/mrdoob/three.js/issues/1285 // https://github.com/mrdoob/three.js/issues/1285 //cube.children.WithEach(c => c.castShadow = true); // http://stackoverflow.com/questions/15906248/three-js-objloader-obj-model-not-casting-shadows // http://stackoverflow.com/questions/22895120/imported-3d-objects-are-not-casting-shadows-with-three-js //cube.traverse( // new Action<THREE.Object3D>( // child => // { // // does it work? do we need it? // //if (child is THREE.Mesh) // child.castShadow = true; // child.receiveShadow = true; // } // ) //); // um can edit and continue insert code going back in time? cube.scale.x = 2.0; cube.scale.y = 2.0; cube.scale.z = 2.0; //cube.castShadow = true; //dae.receiveShadow = true; cube.position.x = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25; //cube.position.y = (cube.scale.y * 50) / 2; cube.position.z = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25; scene.add(cube); interactiveObjects.Add(cube); } ); new HZCannon().Source.Task.ContinueWithResult( cube => { // https://github.com/mrdoob/three.js/issues/1285 //cube.children.WithEach(c => c.castShadow = true); //cube.traverse( // new Action<THREE.Object3D>( // child => // { // // does it work? do we need it? // //if (child is THREE.Mesh) // child.castShadow = true; // child.receiveShadow = true; // } // ) //); // um can edit and continue insert code going back in time? cube.scale.x = 2.0; cube.scale.y = 2.0; cube.scale.z = 2.0; //cube.castShadow = true; //dae.receiveShadow = true; cube.position.x = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25; //cube.position.y = (cube.scale.y * 50) / 2; cube.position.z = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25; // if i want to rotate, how do I do it? //cube.rotation.z = random() + Math.PI; //cube.rotation.x = random() + Math.PI; cube.rotation.y = random() * Math.PI * 2; scene.add(cube); interactiveObjects.Add(cube); } ); } } #endregion // we need expression evaluator with intellisense for live debugging sessions #region Lights var ambientLight = new THREE.AmbientLight((int)(random() * 0x10)); scene.add(ambientLight); // can we get our shadows? { var directionalLight = new THREE.DirectionalLight((int)(random() * 0xffffff), 0.5); directionalLight.position.x = random() - 0.5; directionalLight.position.y = 400; directionalLight.position.z = random() - 0.5; directionalLight.position.normalize(); scene.add(directionalLight); } { var directionalLight = new THREE.DirectionalLight((int)(random() * 0xffffff), 0.5); directionalLight.position.x = random() - 0.5; directionalLight.position.y = 400; directionalLight.position.z = random() - 0.5; directionalLight.position.normalize(); scene.add(directionalLight); } #endregion //var renderer = new THREE.CanvasRenderer(); var renderer = new THREE.WebGLRenderer(); renderer.shadowMapEnabled = true; // background-color: #B27D51; renderer.setClearColor(0xB27D51); //renderer.setSize( // Native.window.Width , // Native.window.Height * 10 // ); renderer.setSize(); renderer.domElement.AttachToDocument(); Native.window.onresize += delegate { camera.left = Native.window.Width / -2; camera.right = Native.window.Width / 2; camera.top = Native.window.Height / 2; camera.bottom = Native.window.Height / -2; camera.updateProjectionMatrix(); renderer.setSize(); }; //window.addEventListener( 'resize', onWindowResize, false ); //#region Comanche //new Comanche().Source.Task.ContinueWithResult( // Comanche => // { // Comanche.position.y = 200; // //dae.position.z = 280; // Comanche.AttachTo(scene); // //scene.add(dae); // //oo.Add(Comanche); // // wont do it // //dae.castShadow = true; // // http://stackoverflow.com/questions/15492857/any-way-to-get-a-bounding-box-from-a-three-js-object3d // //var helper = new THREE.BoundingBoxHelper(dae, 0xff0000); // //helper.update(); // //// If you want a visible bounding box // //scene.add(helper); // Comanche.children[0].children[0].children.WithEach(x => x.castShadow = true); // // the rotors? // Comanche.children[0].children[0].children.Last().children.WithEach(x => x.castShadow = true); // Comanche.scale.set(0.5, 0.5, 0.5); // //helper.scale.set(0.5, 0.5, 0.5); // var sw = Stopwatch.StartNew(); // Native.window.onframe += delegate // { // //dae.children[0].children[0].children.Last().al // //dae.children[0].children[0].children.Last().rotation.z = sw.ElapsedMilliseconds * 0.01; // //dae.children[0].children[0].children.Last().rotation.x = sw.ElapsedMilliseconds * 0.01; // //rotation.y = sw.ElapsedMilliseconds * 0.01; // Comanche.children[0].children[0].children.Last().rotation.y = sw.ElapsedMilliseconds * 0.001; // //dae.children[0].children[0].children.Last().app // }; // } //); //#endregion //#region ee //// X:\jsc.svn\examples\javascript\forms\NumericTextBox\NumericTextBox\ApplicationControl.cs //// can we restile the window as the pin window in IDE? //var ee = new Form { Left = 0, StartPosition = FormStartPosition.Manual }; //var ee_camera_y = new TextBox { Dock = DockStyle.Fill, Text = camera.position.y + "" }.AttachTo(ee); ////ee.AutoSize = AutoSizeMode. ////ee.ClientSize = new System.Drawing.Size(ee_camera_y.Width, ee_camera_y.Height); //ee.ClientSize = new System.Drawing.Size(200, 24); //ee.Show(); ////ee_camera_y. //ee_camera_y.TextChanged += delegate //{ // camera.position.y = double.Parse(ee_camera_y.Text); //}; //#endregion var s = Stopwatch.StartNew(); var controls = new THREE.OrbitControls(camera, renderer.domElement); // http://stackoverflow.com/questions/26497903/nested-webglrendertargets-in-three-js // var effect = new THREE.OculusRiftEffect( //renderer, new //{ // worldScale = 100, // //HMD // } //); // effect.setSize(1920, 1080); Native.window.onframe += e => { // jsc, when can we have the edit and continue already? //var timer = s.ElapsedMilliseconds * 0.1; //var timer = s.ElapsedMilliseconds * 0.0001; //camera.position.x = Math.Cos(timer) * 200; //camera.position.z = Math.Sin(timer) * 200; // camera.position.z = 200; //camera.position.y = 100; //camera.position.y = Math.Sin(timer * 0.1) * 200; controls.update(); camera.position = controls.center.clone(); renderer.render(scene, camera); //effect.render(scene, camera); }; //var ze = new ZeProperties(); //ze.Show(); //ze.treeView1.Nodes.Clear(); //ze.Add(() => renderer); ////ze.Add(() => controls); //ze.Add(() => scene); //ze.Left = 0; // view-source:http://mrdoob.github.io/three.js/examples/webgl_interactive_voxelpainter.html //var mouse2D = new THREE.Vector3(0, 10000, 0.5); //renderer.domElement.onclick += // e => // { // e.preventDefault(); // mouse2D.x = (e.CursorX / (double)Native.window.Width) * 2 - 1; // mouse2D.y = -(e.CursorY / (double)Native.window.Height) * 2 + 1; // var vector = new THREE.Vector3( // (e.CursorX / (double)Native.window.Width) * 2 - 1, // -(e.CursorY / (double)Native.window.Height) * 2 + 1, // 0.5); // // X:\jsc.svn\examples\javascript\WebGL\WebGLInteractiveCubes\WebGLInteractiveCubes\Application.cs // var projector = new THREE.Projector(); // projector.unprojectVector(vector, camera); // // http://stackoverflow.com/questions/18553209/orthographic-camera-and-selecting-objects-with-raycast // // http://stackoverflow.com/questions/20361776/orthographic-camera-and-pickingray // // view-source:http://stemkoski.github.io/Three.js/Mouse-Click.html // // http://stackoverflow.com/questions/11921033/projector-and-ray-with-orthographiccamera // // use picking ray since it's an orthographic camera // // doesnt fkin work ??? // //var raycaster = projector.pickingRay(vector, camera); // var raycaster = projector.pickingRay(mouse2D.clone(), camera); // //var raycaster = new THREE.Raycaster(camera.position, vector.sub(camera.position).normalize()); // var intersects = raycaster.intersectObjects(interactiveObjects.ToArray()); // // https://github.com/mrdoob/three.js/issues/599 // Native.document.title = new { intersects.Length }.ToString(); // }; }
/// <summary> /// This is a javascript application. /// </summary> /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param> public Application(IApp page) { // "X:\opensource\github\three.js\examples\canvas_camera_orthographic.html" // if i type THREE, would jsc be able to add THREE package on rebuild? // Error 136 The type or namespace name 'THREE' could not be found (are you missing a using directive or an assembly reference?) X:\jsc.svn\examples\javascript\WebGL\WebGLOrthographicCamera\WebGLOrthographicCamera\Application.cs 35 26 WebGLOrthographicCamera // X:\jsc.svn\examples\javascript\WebGL\WebGLOrthographicCamera\WebGLOrthographicCamera\Application.cs var camera = new THREE.OrthographicCamera(Native.window.Width / -2, Native.window.Width / 2, Native.window.Height / 2, Native.window.Height / -2, -500, 1000); camera.position.x = 200; camera.position.y = 100; camera.position.z = 200; var scene = new THREE.Scene(); // Grid var size = 500; var step = 50; Func <double> random = new Random().NextDouble; { var geometry = new THREE.Geometry(); for (var i = -size; i <= size; i += step) { ((IArray <THREE.Vector3>)(object) geometry.vertices).push(new THREE.Vector3(-size, 0, i)); ((IArray <THREE.Vector3>)(object) geometry.vertices).push(new THREE.Vector3(size, 0, i)); ((IArray <THREE.Vector3>)(object) geometry.vertices).push(new THREE.Vector3(i, 0, -size)); ((IArray <THREE.Vector3>)(object) geometry.vertices).push(new THREE.Vector3(i, 0, size)); } var material = new THREE.LineBasicMaterial(new { color = 0x000000, opacity = 0.2 }); var line = new THREE.Line(geometry, material); line.type = THREE.LinePieces; scene.add(line); } #region Cubes { var geometry = new THREE.BoxGeometry(50, 50, 50); var material = new THREE.MeshLambertMaterial(new { color = 0xffffff, shading = THREE.FlatShading, overdraw = 0.5 }); for (var i = 0; i < 100; i++) { var cube = new THREE.Mesh(geometry, material); cube.scale.y = Math.Floor(random() * 2 + 1); cube.position.x = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25; cube.position.y = (cube.scale.y * 50) / 2; cube.position.z = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25; scene.add(cube); } } #endregion #region Lights var ambientLight = new THREE.AmbientLight((int)(random() * 0x10)); scene.add(ambientLight); { var directionalLight = new THREE.DirectionalLight((int)(random() * 0xffffff)); directionalLight.position.x = random() - 0.5; directionalLight.position.y = random() - 0.5; directionalLight.position.z = random() - 0.5; directionalLight.position.normalize(); scene.add(directionalLight); } { var directionalLight = new THREE.DirectionalLight((int)(random() * 0xffffff)); directionalLight.position.x = random() - 0.5; directionalLight.position.y = random() - 0.5; directionalLight.position.z = random() - 0.5; directionalLight.position.normalize(); scene.add(directionalLight); } #endregion //var renderer = new THREE.CanvasRenderer(); var renderer = new THREE.WebGLRenderer(); renderer.setClearColor(0xf0f0f0); //renderer.setSize(Native.window.Width, Native.window.Height); renderer.setSize(); renderer.domElement.AttachToDocument(); //window.addEventListener( 'resize', onWindowResize, false ); var s = Stopwatch.StartNew(); Native.window.onframe += e => { // jsc, when can we have the edit and continue already? //var timer = s.ElapsedMilliseconds * 0.1; var timer = s.ElapsedMilliseconds * 0.0001; camera.position.x = Math.Cos(timer) * 200; camera.position.z = Math.Sin(timer) * 200; camera.lookAt(scene.position); renderer.render(scene, camera); }; }
/// <summary> /// This is a javascript application. /// </summary> /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param> public Application(IApp page) { // "X:\opensource\github\three.js\examples\canvas_camera_orthographic.html" // if i type THREE, would jsc be able to add THREE package on rebuild? // Error 136 The type or namespace name 'THREE' could not be found (are you missing a using directive or an assembly reference?) X:\jsc.svn\examples\javascript\WebGL\WebGLOrthographicCamera\WebGLOrthographicCamera\Application.cs 35 26 WebGLOrthographicCamera // X:\jsc.svn\examples\javascript\WebGL\WebGLOrthographicCamera\WebGLOrthographicCamera\Application.cs var camera = new THREE.OrthographicCamera(Native.window.Width / -2, Native.window.Width / 2, Native.window.Height / 2, Native.window.Height / -2, -500, 1000); camera.position.x = 200; camera.position.y = 100; camera.position.z = 200; var scene = new THREE.Scene(); // Grid var size = 500; var step = 50; Func<double> random = new Random().NextDouble; { var geometry = new THREE.Geometry(); for (var i = -size; i <= size; i += step) { ((IArray<THREE.Vector3>)(object)geometry.vertices).push(new THREE.Vector3(-size, 0, i)); ((IArray<THREE.Vector3>)(object)geometry.vertices).push(new THREE.Vector3(size, 0, i)); ((IArray<THREE.Vector3>)(object)geometry.vertices).push(new THREE.Vector3(i, 0, -size)); ((IArray<THREE.Vector3>)(object)geometry.vertices).push(new THREE.Vector3(i, 0, size)); } var material = new THREE.LineBasicMaterial(new { color = 0x000000, opacity = 0.2 }); var line = new THREE.Line(geometry, material); line.type = THREE.LinePieces; scene.add(line); } #region Cubes { var geometry = new THREE.BoxGeometry(50, 50, 50); var material = new THREE.MeshLambertMaterial(new { color = 0xffffff, shading = THREE.FlatShading, overdraw = 0.5 }); for (var i = 0; i < 100; i++) { var cube = new THREE.Mesh(geometry, material); cube.scale.y = Math.Floor(random() * 2 + 1); cube.position.x = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25; cube.position.y = (cube.scale.y * 50) / 2; cube.position.z = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25; scene.add(cube); } } #endregion #region Lights var ambientLight = new THREE.AmbientLight((int)(random() * 0x10)); scene.add(ambientLight); { var directionalLight = new THREE.DirectionalLight((int)(random() * 0xffffff)); directionalLight.position.x = random() - 0.5; directionalLight.position.y = random() - 0.5; directionalLight.position.z = random() - 0.5; directionalLight.position.normalize(); scene.add(directionalLight); } { var directionalLight = new THREE.DirectionalLight((int)(random() * 0xffffff)); directionalLight.position.x = random() - 0.5; directionalLight.position.y = random() - 0.5; directionalLight.position.z = random() - 0.5; directionalLight.position.normalize(); scene.add(directionalLight); } #endregion //var renderer = new THREE.CanvasRenderer(); var renderer = new THREE.WebGLRenderer(); renderer.setClearColor(0xf0f0f0); //renderer.setSize(Native.window.Width, Native.window.Height); renderer.setSize(); renderer.domElement.AttachToDocument(); //window.addEventListener( 'resize', onWindowResize, false ); var s = Stopwatch.StartNew(); Native.window.onframe += e => { // jsc, when can we have the edit and continue already? //var timer = s.ElapsedMilliseconds * 0.1; var timer = s.ElapsedMilliseconds * 0.0001; camera.position.x = Math.Cos(timer) * 200; camera.position.z = Math.Sin(timer) * 200; camera.lookAt(scene.position); renderer.render(scene, camera); }; }
/// <summary> /// This is a javascript application. /// </summary> /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param> public Application(IApp page) { // https://chrome.google.com/webstore/detail/dglmddjmdpdbijfkoaiadbpmjampfdjh/publish-delayed #region ChromeTCPServer dynamic self = Native.self; dynamic self_chrome = self.chrome; object self_chrome_socket = self_chrome.socket; if (self_chrome_socket != null) { #region AtFormCreated FormStyler.AtFormCreated = ss => { ss.Context.FormBorderStyle = System.Windows.Forms.FormBorderStyle.None; // this is working? var x = new ChromeTCPServerWithFrameNone.HTML.Pages.AppWindowDrag().AttachTo(ss.Context.GetHTMLTarget()); }; #endregion chrome.Notification.DefaultTitle = "Heat Zeeker"; chrome.Notification.DefaultIconUrl = new HTML.Images.FromAssets.Promotion3D_iso1_tiltshift_128().src; ChromeTCPServer.TheServerWithStyledForm.Invoke( AppSource.Text, AtFormCreated: FormStyler.AtFormCreated ); return; } #endregion Native.body.style.margin = "0px"; Native.body.style.overflow = IStyle.OverflowEnum.hidden; // jsc, add THREE // ... ok. // X:\jsc.svn\examples\javascript\WebGL\WebGLOrthographicCamera\WebGLOrthographicCamera\Application.cs // this is not isometric. // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20151112 var camera = new THREE.OrthographicCamera( Native.window.Width / -2, Native.window.Width / 2, Native.window.Height / 2, Native.window.Height / -2 , // if we change these values what will change? -1000, 1000 ); camera.position.x = 200; camera.position.y = 100; camera.position.z = 200; var scene = new THREE.Scene(); // Grid var size = 600; var step = 50; Func <double> random = new Random().NextDouble; // how do I add a new ground box? { var geometry = new THREE.BoxGeometry(size * 2, 2, size * 2); var material = new THREE.MeshLambertMaterial(new { color = 0xB27D51 // , shading = THREE.FlatShading, overdraw = 0.5 }); { var cube = new THREE.Mesh(geometry, material); // why cant we get the shadows?? cube.receiveShadow = true; cube.scale.y = Math.Floor(random() * 2 + 1); cube.position.x = 0; //cube.position.y = (cube.scale.y * 50) / 2; cube.position.y = -2; cube.position.z = 0; scene.add(cube); } } { var geometry = new THREE.Geometry(); for (var i = -size; i <= size; i += step) { ((IArray <THREE.Vector3>)(object) geometry.vertices).push(new THREE.Vector3(-size, 0, i)); ((IArray <THREE.Vector3>)(object) geometry.vertices).push(new THREE.Vector3(size, 0, i)); ((IArray <THREE.Vector3>)(object) geometry.vertices).push(new THREE.Vector3(i, 0, -size)); ((IArray <THREE.Vector3>)(object) geometry.vertices).push(new THREE.Vector3(i, 0, size)); } var material = new THREE.LineBasicMaterial(new { color = 0, opacity = 0.2 }); var line = new THREE.Line(geometry, material, mode: THREE.LinePieces); scene.add(line); } var interactiveObjects = new List <THREE.Object3D>(); #region Cubes { for (var i = 0; i < 8; i++) { new HZBunker().Source.Task.ContinueWithResult( cube => { // https://github.com/mrdoob/three.js/issues/1285 //cube.children.WithEach(c => c.castShadow = true); //cube.traverse( // new Action<THREE.Object3D>( // child => // { // // does it work? do we need it? // //if (child is THREE.Mesh) // child.castShadow = true; // child.receiveShadow = true; // } // ) //); // um can edit and continue insert code going back in time? cube.scale.x = 2.0; cube.scale.y = 2.0; cube.scale.z = 2.0; //cube.castShadow = true; //dae.receiveShadow = true; cube.position.x = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25; //cube.position.y = (cube.scale.y * 50) / 2; cube.position.z = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25; scene.add(cube); interactiveObjects.Add(cube); } ); new HZWaterTower().Source.Task.ContinueWithResult( cube => { // https://github.com/mrdoob/three.js/issues/1285 // https://github.com/mrdoob/three.js/issues/1285 //cube.children.WithEach(c => c.castShadow = true); // http://stackoverflow.com/questions/15906248/three-js-objloader-obj-model-not-casting-shadows // http://stackoverflow.com/questions/22895120/imported-3d-objects-are-not-casting-shadows-with-three-js //cube.traverse( // new Action<THREE.Object3D>( // child => // { // // does it work? do we need it? // //if (child is THREE.Mesh) // child.castShadow = true; // child.receiveShadow = true; // } // ) //); // um can edit and continue insert code going back in time? cube.scale.x = 2.0; cube.scale.y = 2.0; cube.scale.z = 2.0; //cube.castShadow = true; //dae.receiveShadow = true; cube.position.x = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25; //cube.position.y = (cube.scale.y * 50) / 2; cube.position.z = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25; scene.add(cube); interactiveObjects.Add(cube); } ); new HZCannon().Source.Task.ContinueWithResult( cube => { // https://github.com/mrdoob/three.js/issues/1285 //cube.children.WithEach(c => c.castShadow = true); //cube.traverse( // new Action<THREE.Object3D>( // child => // { // // does it work? do we need it? // //if (child is THREE.Mesh) // child.castShadow = true; // child.receiveShadow = true; // } // ) //); // um can edit and continue insert code going back in time? cube.scale.x = 2.0; cube.scale.y = 2.0; cube.scale.z = 2.0; //cube.castShadow = true; //dae.receiveShadow = true; cube.position.x = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25; //cube.position.y = (cube.scale.y * 50) / 2; cube.position.z = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25; // if i want to rotate, how do I do it? //cube.rotation.z = random() + Math.PI; //cube.rotation.x = random() + Math.PI; cube.rotation.y = random() * Math.PI * 2; scene.add(cube); interactiveObjects.Add(cube); } ); } } #endregion // we need expression evaluator with intellisense for live debugging sessions #region Lights var ambientLight = new THREE.AmbientLight((int)(random() * 0x10)); scene.add(ambientLight); // can we get our shadows? { var directionalLight = new THREE.DirectionalLight((int)(random() * 0xffffff), 0.5); directionalLight.position.x = random() - 0.5; directionalLight.position.y = 400; directionalLight.position.z = random() - 0.5; directionalLight.position.normalize(); scene.add(directionalLight); } { var directionalLight = new THREE.DirectionalLight((int)(random() * 0xffffff), 0.5); directionalLight.position.x = random() - 0.5; directionalLight.position.y = 400; directionalLight.position.z = random() - 0.5; directionalLight.position.normalize(); scene.add(directionalLight); } #endregion //var renderer = new THREE.CanvasRenderer(); var renderer = new THREE.WebGLRenderer(); renderer.shadowMapEnabled = true; // background-color: #B27D51; renderer.setClearColor(0xB27D51); //renderer.setSize( // Native.window.Width , // Native.window.Height * 10 // ); renderer.setSize(); renderer.domElement.AttachToDocument(); Native.window.onresize += delegate { camera.left = Native.window.Width / -2; camera.right = Native.window.Width / 2; camera.top = Native.window.Height / 2; camera.bottom = Native.window.Height / -2; camera.updateProjectionMatrix(); renderer.setSize(); }; //window.addEventListener( 'resize', onWindowResize, false ); //#region Comanche //new Comanche().Source.Task.ContinueWithResult( // Comanche => // { // Comanche.position.y = 200; // //dae.position.z = 280; // Comanche.AttachTo(scene); // //scene.add(dae); // //oo.Add(Comanche); // // wont do it // //dae.castShadow = true; // // http://stackoverflow.com/questions/15492857/any-way-to-get-a-bounding-box-from-a-three-js-object3d // //var helper = new THREE.BoundingBoxHelper(dae, 0xff0000); // //helper.update(); // //// If you want a visible bounding box // //scene.add(helper); // Comanche.children[0].children[0].children.WithEach(x => x.castShadow = true); // // the rotors? // Comanche.children[0].children[0].children.Last().children.WithEach(x => x.castShadow = true); // Comanche.scale.set(0.5, 0.5, 0.5); // //helper.scale.set(0.5, 0.5, 0.5); // var sw = Stopwatch.StartNew(); // Native.window.onframe += delegate // { // //dae.children[0].children[0].children.Last().al // //dae.children[0].children[0].children.Last().rotation.z = sw.ElapsedMilliseconds * 0.01; // //dae.children[0].children[0].children.Last().rotation.x = sw.ElapsedMilliseconds * 0.01; // //rotation.y = sw.ElapsedMilliseconds * 0.01; // Comanche.children[0].children[0].children.Last().rotation.y = sw.ElapsedMilliseconds * 0.001; // //dae.children[0].children[0].children.Last().app // }; // } //); //#endregion //#region ee //// X:\jsc.svn\examples\javascript\forms\NumericTextBox\NumericTextBox\ApplicationControl.cs //// can we restile the window as the pin window in IDE? //var ee = new Form { Left = 0, StartPosition = FormStartPosition.Manual }; //var ee_camera_y = new TextBox { Dock = DockStyle.Fill, Text = camera.position.y + "" }.AttachTo(ee); ////ee.AutoSize = AutoSizeMode. ////ee.ClientSize = new System.Drawing.Size(ee_camera_y.Width, ee_camera_y.Height); //ee.ClientSize = new System.Drawing.Size(200, 24); //ee.Show(); ////ee_camera_y. //ee_camera_y.TextChanged += delegate //{ // camera.position.y = double.Parse(ee_camera_y.Text); //}; //#endregion var s = Stopwatch.StartNew(); var controls = new THREE.OrbitControls(camera, renderer.domElement); // http://stackoverflow.com/questions/26497903/nested-webglrendertargets-in-three-js // var effect = new THREE.OculusRiftEffect( //renderer, new //{ // worldScale = 100, // //HMD // } //); // effect.setSize(1920, 1080); Native.window.onframe += e => { // jsc, when can we have the edit and continue already? //var timer = s.ElapsedMilliseconds * 0.1; //var timer = s.ElapsedMilliseconds * 0.0001; //camera.position.x = Math.Cos(timer) * 200; //camera.position.z = Math.Sin(timer) * 200; // camera.position.z = 200; //camera.position.y = 100; //camera.position.y = Math.Sin(timer * 0.1) * 200; controls.update(); camera.position = controls.center.clone(); renderer.render(scene, camera); //effect.render(scene, camera); }; //var ze = new ZeProperties(); //ze.Show(); //ze.treeView1.Nodes.Clear(); //ze.Add(() => renderer); ////ze.Add(() => controls); //ze.Add(() => scene); //ze.Left = 0; // view-source:http://mrdoob.github.io/three.js/examples/webgl_interactive_voxelpainter.html //var mouse2D = new THREE.Vector3(0, 10000, 0.5); //renderer.domElement.onclick += // e => // { // e.preventDefault(); // mouse2D.x = (e.CursorX / (double)Native.window.Width) * 2 - 1; // mouse2D.y = -(e.CursorY / (double)Native.window.Height) * 2 + 1; // var vector = new THREE.Vector3( // (e.CursorX / (double)Native.window.Width) * 2 - 1, // -(e.CursorY / (double)Native.window.Height) * 2 + 1, // 0.5); // // X:\jsc.svn\examples\javascript\WebGL\WebGLInteractiveCubes\WebGLInteractiveCubes\Application.cs // var projector = new THREE.Projector(); // projector.unprojectVector(vector, camera); // // http://stackoverflow.com/questions/18553209/orthographic-camera-and-selecting-objects-with-raycast // // http://stackoverflow.com/questions/20361776/orthographic-camera-and-pickingray // // view-source:http://stemkoski.github.io/Three.js/Mouse-Click.html // // http://stackoverflow.com/questions/11921033/projector-and-ray-with-orthographiccamera // // use picking ray since it's an orthographic camera // // doesnt fkin work ??? // //var raycaster = projector.pickingRay(vector, camera); // var raycaster = projector.pickingRay(mouse2D.clone(), camera); // //var raycaster = new THREE.Raycaster(camera.position, vector.sub(camera.position).normalize()); // var intersects = raycaster.intersectObjects(interactiveObjects.ToArray()); // // https://github.com/mrdoob/three.js/issues/599 // Native.document.title = new { intersects.Length }.ToString(); // }; }